Charity Bronzegg

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To campaign: DnD5 theSavageTide

BASICS[edit]

Name species, class, level

Physical Notes[edit]

XX, age

Height:; Weight:; Hair Color:

Personality Traits[edit]

Background: Acolyte: Shelter of the Faithful

Bonds:

Flaws:

Ideals:

Traits:

ATTRIBUTES[edit]

Strength* 12 Mod: +1; Saving Throw: +3
Dexterity 16 Mod: +3; Saving Throw: +3
Constitution* 16 Mod: +3; Saving Throw: +5
Intelligence 10 Mod: +0; Saving Throw: +0
Wisdom 13 Mod: +1; Saving Throw: +1
Charisma 8 Mod: -1; Saving Throw: -1
* Proficiency with these Saving Throws

SECONDARY STATS[edit]

Hit Points: 31 (3HD, +3 CON Mod)
Armor Class: 18/19 (half-plate+1 +dex 2 +misc 1)
Proficiency Bonus: +2
Deity: Bahamut
Alignment: NG
Initiative: +3
Languages: Common, Halfling, Draconic, Infernal, Giant
* Rapier: Attack Bonus: +5; Damage: 1D8+3 piercing; Qualities: Finesse
* 2nd Rapier: bonus action to attack- Attack Bonus: +5; Damage: 1D8 piercing; Qualities: Finesse
* Light Crossbow: Attack Bonus: +5; Damage: 1D8+3 piercicng; Qualities: Ammo (range), Loading

HALFLING ABILITIES[edit]

Size: Small
Movement: 25ft
Languages: Common, Halfling
Brave: You have advantage on saving throws against being frightened.
Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.

FIGHTER Class ABILITIES[edit]

Fighting Style: Two-Weapon Fighting
Second Wind: Recover 1d10+3 HP, Bonus Action, Short or Long Rest to reuse
Action Surge: Take a second action, Short or Long Rest to reuse

RUNE KNIGHT

Rune Knight: Bonus Proficiencies (Smith's Tools, Giant language), 2 Runes (Rune Save DC 13), Giant's Might (Bonus Action: Become Large for 1 minute, get Advantage on Str Checks and Saves, one attack/turn gets an extra d6 damage, 2 uses/Long Rest)
Runes Known: Cloud Rune (Advantage on Sleight of Hand and Deception checks, use Reaction when someone within 30' is Hit to make the attacker attack a different target other than themselves, Short Rest), Stone Rune (Advantage on Insight checks, Darkvision 120', when a creature ends its turn within 30', use Reaction to make them Incapacitated and Charmed with Speed 0 for 1 minute, Wis save to prevent, re-check at the end of each of their turns, Short Rest)

Weapon and Armor Proficiencies[edit]

Weapons: all
Armor: all
Shields: all

SKILLS[edit]

Acrobatics (DEX) +5
Animal Handling (WIS) +1
Arcana (INT) +0
Athletics (STR) +3
Deception (CHA) -1
History (INT) +0
Insight (WIS) +3
Intimidation (CHA) -1
Investigation (INT) +0
Medicine (WIS) +1
Nature (INT) +0
Perception (WIS) +1
Performance (CHA) -1
Persuasion (CHA) -1
Religion (INT) +2
Sleight-of-Hands (DEX) +3
Stealth (DEX) +3
Survival (WIS) +1


Skills in Bold are with proficiency

FEAT[edit]

Dual Wielder: You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

EQUIPMENT[edit]

Encumbrance: 120 lbs

Half-Plate +1 2 lbs
Rapier 3 lbs
Rapider 3 lbs
Light Crossbow lbs
x lbs
x lbs
x lbs
x lbs
x lbs
x lbs
10 gold pices (in pouch) 0.1 lbs
Total xx lbs

Gear: Light Crossbow, 25 bolts, 2 Daggers, Holy Symbol (Amulet, Bahamut), Explorer's Pack, Vestments, Common Clothes, Potion of Healing, Antitoxin, 2 Holy Water, 6 GP

HISTORY[edit]

Sister Charity was born to a wealthy landowning family, where her birth was an awkward complication. She's never quite understood the full details, but apparently her being born threw a wide range of inheritence claims and arranged marriages into disarray. As a result, she was, at a young age, sent (with a substantial donation) to be raised in the Blessed Egg Temple, an institution dedicated to the worship of Bahamut and the raising of foundlings and orphans. She quickly tired of the cynical indifference shown by the highest ranks at the temple-- it was something of a punishment post-- and eventually ran away. She'd learned fighting skills at the temple, and so set out to make her own place in the world.